I recently took to playing Skyrim again, and it occurred to me that there are a number of things we can learn from the game about how the conventional genre of Fantasy works. Tonight, I'd like to address 5 Things We Can Learn From Skyrim About Fantasy.
1. Races
Fantasy lends itself to other races. Not always, but often enough that there's an existing idea of the genre in people's heads before they ever read or see a Fantasy novel or film. The Lord of the Rings had humans, elves, dwarves, hobbits, and variations on the above. Skyrim gives us three types of human race, three types of elves, orcs, cat-people, lizard-folk, a bizarre magical creature similar to elves, and the extinct dwarven race. They all go by different names depending on the novel, game, film or television series you're talking about, but in general, Fantasy allows for there to exist a plethora of sentient races.
2. Magic
Think Fantasy, think Magic. Even Game of Thrones has magic, though it comes in rarer doses than what most mainstream Fantasy demonstrates. There aren't any major characters who actively practice Magic in the show, though a few that demonstrate a semblance of magical ability. Gandalf in The Lord of the Rings is part of a wizarding order, and from his first appearance in The Hobbit demonstrates even a basic use of magic. I don't think I need to get in to Harry Potter on the matter of Magic. In Skyrim, we're given a much more basic understanding of magic. Any race can use it (as demonstrated by our ability to choose a character of any race and still throw a fire ball at a bandit), anyone can learn it. It does, however, break itself down into sub-categories, including Destruction Magic (for the standard elemental Magic we see so often: Fire, Ice and Lightning), Restoration Magic, Illusion Magic, and Conjuration, being just a few.
3. Politics
Perhaps the most important thing we need to pay attention to in Skyrim is the politics. In both Elder Scrolls games I've played, Oblivion being the other, the political tension in the world is a major factor into the storyline. It affects the protagonist, we're asked to become involved in it, and it reaches out into the various towns and cities across the Fantasy world no matter how far away from the capital they are. You don't necessarily need a big battle, either. The college at Winterfold in Skyrim is purposely removed from politics - but even the statement of this fact by a member of the college is in reference to the Mage's Guild's political involvement in Oblivion. There are also the little politics of each guild and town, who is in charge, how they reach power, who wants to take them down.
4. Religion
I've always been aware of the religious aspects of these games, probably as a result of the overexposure to religion at college. Looking at it simply, there are four kinds of people in Skyrim: those who don't believe in the gods (the minority), those who do believe in the gods (the majority), those who actively work for the gods (i.e. clergy), and those who worship the Daedric Lords instead. Players are free to do as they wish, though it usually comes down to whether or not you do something for the Daedra or not. (For those who don't play the games, consider them demons, and worship of them akin to worshipping the devil.)
5. Guilds
While the word "guild" is used to describe groups that no longer exist by the time Skyrim begins, the basic idea still exists: characters belong to groups of either mages, warriors for hire, thieves, or assassins. The latter two are typical in Fantasy when a hero is trying to avoid trouble. Terry Pratchett makes use of them in his Discworld novels. There are wizarding schools through the Fantasy genre, too, to the point that we can't ignore the fact that like-minded individuals come together for the building of a craft.
How does this help writers?
A simple focus on these five areas can shed some light on what your Fantasy novel might be missing. This is especially true for those who just dive in without planning (I'll raise my hand to that one - my first novel ever written was a Fantasy novel, though I hadn't fully thought it through before I began writing.) Making appropriate use of the different races that have appeared in Fantasy in the past can enliven your towns and cities. Knowing whether there is Magic, and understanding how it works, makes it much more acceptable for a reader when a character causes a man to freeze with ice coming from this throat. Having political parties - even just a ruling army and a rebellion - appealing for support can drag your character away from their true goal - or closer towards it. Embracing the idea of religion is much more believable for a world than one without any concept of a God, god or gods - a sense of the divine, whether you feel it yourself or not, has been part of human history for thousands of years. Creating groups of magic users or warriors or thieves can help your character find the help and support he or she needs. Parties of diverse characters are part of what has become convention. Even if you choose to then ignore the convention, being aware of it is a good first step.
Of course, there is a sixth thing we have to remember when it comes to Fantasy: have fun! If you, as the writer, or the reader, or the gamer, or the viewer, are not having fun with the genre, something has gone terribly, terribly wrong.
Writers: play around with how things work in your novel (especially if you haven't actually started writing it yet...which you totally should start doing instead of putting it off.) Make things different. Don't repeat the wizarding order of The Lord of the Rings or the Magic system in the Discworld novels. Don't just mimic the gods of Dungeons and Dragons, or throw out the old Fantasy races for the sake of familiarity. Use your imagination, and show the world something different. And one you've created that, keep with it. Skyrim is the fifth game (minus-extensions) in the Elder Scrolls series, and while it has developed with the processing power of computers, it's stuck to the same world, to the same races, and to similar concepts for how the world works (including Magic and other dimensions.)
There's an awful lot to the Fantasy genre, yes, but Skyrim helps make it all a little bit easier to see how it fits together nicely. All this while shooting people in the head with lightning enchanted arrows. Imagine that.
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Showing posts with label magic. Show all posts
Showing posts with label magic. Show all posts
Sunday, June 2, 2013
Wednesday, July 18, 2012
This Bloke Called Balor
So, next Thursday (July 26th) I'm sitting down to write a book, on camera, for a week. I have that one, terrifying week to write, edit and publish the book. That'll be fun, right? I have one thing to help myself: a plan. The book is called Balor Reborn, bringing an old Irish myth to the 21st century.
But who is Balor?
Way back when the Tuatha de Danann were around keeping peace in Ireland, there was a bitter old king, Balor. He had one eye, poisoned, so that when he looked people, they had a tendency to die. He was also a giant. That gave him something of an unfair advantage in fighting the Tuatha de Danann, because not only did he have the world's greatest Death Stare, he was also much bigger than them.
The legend says that only his grandson could kill him. Since his daughter wasn't especially happy with his tyranny, he had her locked away the moment she became pregnant. When he wasn't looking, the Tuatha de Danann sneaked into the tower where she remained captive, took her son to safety and named him Lugh.
Balor was furious, but he was sure he would be fine. Babies can't last alone in the wild.
Many years later, when Balor was getting on a bit, he made a march into Ireland, through Ulster. He had a team of men to open his eye, with giant hooks going through his eye lid. When the Tuatha de Danann tried to stop him invading, they opened Balor's eye. One look, and many of them died.
Naturally, the Irish defenders were terrified. What could they possibly do to stop Balor?
As they were about to give up hope, a man by the name of Lugh appeared. None of the Tuatha de Danann that remained knew who he was, but he seemed confident as he approached the battlefield. With a spear in hand, he came close enough for Balor to ask who he was. Lugh, not knowing he was related to Balor, answered that he was a warrior. Balor had no reason to fear him, and ordered for his eye to be opened once more, aiming his gaze on Lugh.
The young Irish hero was too quick for him. With a strong arm, he threw his spear right into Balor's eye, tearing it all the way through Balor's head. Before the eye lost its power, its gaze fell upon Balor's army, killing thousands in an instant. With the giant king dead, and most of his army fallen, the country was saved.
It's there that I take up the story. I figured, this Balor guy must have been pretty annoyed, right? I mean, he was supposed to be invincible, but then this kid with a spear came along and ruined his plans. In modern day Ireland, a storm kicks up and Balor makes his way back. His spirit embodies a power magical item that grows from a widower's grief. Balor is reborn, and the old Irish gods are nowhere to be seen to stop him.
In two weeks, all things going according to plan, the book will be available to read. Will Ireland last, or will a new hero step up to face Balor of the Evil Eye?
But who is Balor?
Way back when the Tuatha de Danann were around keeping peace in Ireland, there was a bitter old king, Balor. He had one eye, poisoned, so that when he looked people, they had a tendency to die. He was also a giant. That gave him something of an unfair advantage in fighting the Tuatha de Danann, because not only did he have the world's greatest Death Stare, he was also much bigger than them.
The legend says that only his grandson could kill him. Since his daughter wasn't especially happy with his tyranny, he had her locked away the moment she became pregnant. When he wasn't looking, the Tuatha de Danann sneaked into the tower where she remained captive, took her son to safety and named him Lugh.
Balor was furious, but he was sure he would be fine. Babies can't last alone in the wild.
Many years later, when Balor was getting on a bit, he made a march into Ireland, through Ulster. He had a team of men to open his eye, with giant hooks going through his eye lid. When the Tuatha de Danann tried to stop him invading, they opened Balor's eye. One look, and many of them died.
Naturally, the Irish defenders were terrified. What could they possibly do to stop Balor?
As they were about to give up hope, a man by the name of Lugh appeared. None of the Tuatha de Danann that remained knew who he was, but he seemed confident as he approached the battlefield. With a spear in hand, he came close enough for Balor to ask who he was. Lugh, not knowing he was related to Balor, answered that he was a warrior. Balor had no reason to fear him, and ordered for his eye to be opened once more, aiming his gaze on Lugh.
The young Irish hero was too quick for him. With a strong arm, he threw his spear right into Balor's eye, tearing it all the way through Balor's head. Before the eye lost its power, its gaze fell upon Balor's army, killing thousands in an instant. With the giant king dead, and most of his army fallen, the country was saved.
It's there that I take up the story. I figured, this Balor guy must have been pretty annoyed, right? I mean, he was supposed to be invincible, but then this kid with a spear came along and ruined his plans. In modern day Ireland, a storm kicks up and Balor makes his way back. His spirit embodies a power magical item that grows from a widower's grief. Balor is reborn, and the old Irish gods are nowhere to be seen to stop him.
In two weeks, all things going according to plan, the book will be available to read. Will Ireland last, or will a new hero step up to face Balor of the Evil Eye?
Thursday, June 28, 2012
Magical Mayhem: Venser Battles
Today, I made use of my free time (i.e. I procrastinated) by playing against my brother in Magic. Again. I used Venser's deck exclusively for the morning battles, so that I came to understand a few of the tricks. A couple of cards are extremely useful for doubling up on "when X enters the battlefield" abilities. There are also cards that are otherwise useless, where the special ability is a downfall rather than a way to trump your opponent. Given it's a deck for duelling, and could well be aimed at beginners, it's clear that the weaknesses - although exploitable if used correctly - are there for a reason.
For me, they were just annoying, until I learned not to play those cards for no reason at all.
Venser is a lot more strategic a deck than Koth. With two land variations, and some non-basic land cards, that makes it immediately more difficult to just build up the mana you need. Of course, some of the non-basics made playing Venser more fun. For instance, the deck comes with a couple of lands that grant 1 life point when played. Handy. Very handy. Others allow for scrying, or flying, and a few allow for choosing either Plain or Island mana, or, in one case, both. That helps for the battles, which can be manipulated to last longer with Venser, allowing for bonuses to add up.
A few of the creatures have abilities that come in handy just from an attacking point of view, like exiling, drawing a card, getting +1 power and toughness, and there are a handful of flyers - these are more than effective against Koth's deck, unless the player happens to have a couple of Koth's defenders out.
So, it was a fun deck to play with. I won't go into full detail on it, because that's not quite my style, but I found that when I won with Venser, it was a more enjoyable win than winning with Koth. It felt deserved, rather than just boastful. I don't just beat the living daylights out of my opponent: I do it with style.
We played eight games earlier, before we had to stop for lunch. In those eight games, my Venser deck beat the Koth deck (used by my brother) half the time, losing the other half. What interested me was that three our of four of my losses were a result of Koth actually being played. He's a much more formidable Planeswalker to fight against than I would have thought just by looking at his abilities.
Later in the day, I played games by myself. I controlled both decks, sought to play them both strategically, and two out of three of them Venser won. In the losing match, it turns out I broke the rules while making Koth's turns, so there's no way of telling if the deck should have won. I'm sceptical. I have two defenders that were virtually indestructible, and a planeswalker with 7 defence. My rule breaking got rid of them, but it shouldn't have. Oops!
So, overall, I think Venser is a better deck. At least, it suits me better than Koth does. At the same time, Koth is still fun for just beating people up with, and in playing against him, I picked up a few tricks to make my battles with him much more enjoyable from my end.
Tomorrow, I may be getting more cards. We'll see. I'm still hoping I can get Carnival of Blood.
For me, they were just annoying, until I learned not to play those cards for no reason at all.
Venser is a lot more strategic a deck than Koth. With two land variations, and some non-basic land cards, that makes it immediately more difficult to just build up the mana you need. Of course, some of the non-basics made playing Venser more fun. For instance, the deck comes with a couple of lands that grant 1 life point when played. Handy. Very handy. Others allow for scrying, or flying, and a few allow for choosing either Plain or Island mana, or, in one case, both. That helps for the battles, which can be manipulated to last longer with Venser, allowing for bonuses to add up.
A few of the creatures have abilities that come in handy just from an attacking point of view, like exiling, drawing a card, getting +1 power and toughness, and there are a handful of flyers - these are more than effective against Koth's deck, unless the player happens to have a couple of Koth's defenders out.
So, it was a fun deck to play with. I won't go into full detail on it, because that's not quite my style, but I found that when I won with Venser, it was a more enjoyable win than winning with Koth. It felt deserved, rather than just boastful. I don't just beat the living daylights out of my opponent: I do it with style.
We played eight games earlier, before we had to stop for lunch. In those eight games, my Venser deck beat the Koth deck (used by my brother) half the time, losing the other half. What interested me was that three our of four of my losses were a result of Koth actually being played. He's a much more formidable Planeswalker to fight against than I would have thought just by looking at his abilities.
Later in the day, I played games by myself. I controlled both decks, sought to play them both strategically, and two out of three of them Venser won. In the losing match, it turns out I broke the rules while making Koth's turns, so there's no way of telling if the deck should have won. I'm sceptical. I have two defenders that were virtually indestructible, and a planeswalker with 7 defence. My rule breaking got rid of them, but it shouldn't have. Oops!
So, overall, I think Venser is a better deck. At least, it suits me better than Koth does. At the same time, Koth is still fun for just beating people up with, and in playing against him, I picked up a few tricks to make my battles with him much more enjoyable from my end.
Tomorrow, I may be getting more cards. We'll see. I'm still hoping I can get Carnival of Blood.
Wednesday, June 27, 2012
Magical Mayhem: On First Gathering
There's this little game you can play with cards. It's called Magic: The Gathering. Maybe you've heard of it. If you're a 90s kid, think Pokemon or YuGiOh, but actually good.
My first ever experience with Magic was when my brother got a free booster pack in a magazine several years ago. And up until today, it was my only experience with the game. We never bought more cards, we never learned how to play.
Over the weekend, a friend of mine asked if I'd be interested in playing. Knowing that the game required an actual deck, some patience to learn the basics and money to buy even a cheap deck, I should have said, "It seems like too much work for me right now." But I thought back to the awesome artwork, and to my limited experience playing Dungeons and Dragons, and I agreed to play.
Today, I bought my first deck. Well, two. It was a duel deck pack, Vesner vs. Koth. Why? Because I was too shy to ask if they had any Carnival of Blood. Thankfully, Facebook means I don't have to ask sheepishly in person. I just messaged them, mid-writing this post, to ask.
My first reaction to playing the game: this is hard. Then I remembered my friend was a semi-experienced player, with three decks he knew how to use, and I had only just started. So when he beat me in two games, I wasn't too annoyed. Because another friend showed up, who had also played before, and I beat her. Quite viciously, too, I might add. Land cards don't like her.
I've only used Koth so far. It's not that I didn't like the look of Vesner, mind you. In fact, I preferred the look of him. But I recalled reading that blue cards are some of the hardest to use, and I wasn't about to get myself into that mess. So I used a good ol' red deck and got used to powering up creatures simply by having lands to play.
That was nerd talk for: I had lots of one type of card that made it so I could kick ass a little easier.
So, three matches in and I've already agreed to an idea posed by friend #1: we're going to have tournaments. Not big ones with lots of really experienced players, mind you. We're going to just have four players, a €1 entry fee and a booster pack as the prize. It's a simple way to get us all playing and to make it worth winning.
So, I'll probably be blogging about my experience with this, oh so wonderfully nerdy game, for a while. At least until that gets boring. (As if!)
My first ever experience with Magic was when my brother got a free booster pack in a magazine several years ago. And up until today, it was my only experience with the game. We never bought more cards, we never learned how to play.
Over the weekend, a friend of mine asked if I'd be interested in playing. Knowing that the game required an actual deck, some patience to learn the basics and money to buy even a cheap deck, I should have said, "It seems like too much work for me right now." But I thought back to the awesome artwork, and to my limited experience playing Dungeons and Dragons, and I agreed to play.
Today, I bought my first deck. Well, two. It was a duel deck pack, Vesner vs. Koth. Why? Because I was too shy to ask if they had any Carnival of Blood. Thankfully, Facebook means I don't have to ask sheepishly in person. I just messaged them, mid-writing this post, to ask.
My first reaction to playing the game: this is hard. Then I remembered my friend was a semi-experienced player, with three decks he knew how to use, and I had only just started. So when he beat me in two games, I wasn't too annoyed. Because another friend showed up, who had also played before, and I beat her. Quite viciously, too, I might add. Land cards don't like her.
I've only used Koth so far. It's not that I didn't like the look of Vesner, mind you. In fact, I preferred the look of him. But I recalled reading that blue cards are some of the hardest to use, and I wasn't about to get myself into that mess. So I used a good ol' red deck and got used to powering up creatures simply by having lands to play.
That was nerd talk for: I had lots of one type of card that made it so I could kick ass a little easier.
So, three matches in and I've already agreed to an idea posed by friend #1: we're going to have tournaments. Not big ones with lots of really experienced players, mind you. We're going to just have four players, a €1 entry fee and a booster pack as the prize. It's a simple way to get us all playing and to make it worth winning.
So, I'll probably be blogging about my experience with this, oh so wonderfully nerdy game, for a while. At least until that gets boring. (As if!)
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